-
Notifications
You must be signed in to change notification settings - Fork 0
/
main.cc
167 lines (141 loc) · 4.67 KB
/
main.cc
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
#include <iostream>
#include <string>
#define GLEW_STATIC
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "main.h"
#include "mesh.h"
#define MAX(a, b) a > b ? a : b
using namespace std;
// Window size
const GLuint WIDTH = 800, HEIGHT = 600;
// Shaders
const GLchar* vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 position;\n"
"void main()\n"
"{\n"
"gl_Position = vec4(position.x, position.y, position.z, 1.0);\n"
"}\0";
const GLchar* fragmentShaderSource = "#version 330 core\n"
"out vec4 color;\n"
"void main()\n"
"{\n"
"color = vec4(0.0f, 0.0f, 0.0f, 1.0f);\n"
"}\n\0";
int main(int argc, char *argv[]) {
if (argc != 2) {
cout << "Wrong number of arguments" << endl;
exit(69);
}
const char *filename = argv[1];
// Create Mesh
Mesh *mesh = new Mesh;
mesh->Triangulate(filename);
// Initialize GLFW
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
GLFWwindow* window = glfwCreateWindow(WIDTH, HEIGHT, "Mesh", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, KeyCallback);
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
glViewport(0, 0, WIDTH, HEIGHT);
// Vertex Shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(vertexShader);
GLint success;
GLchar infoLog[512];
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << endl;
}
// Fragment Shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if (!success)
{
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << endl;
}
// Shader Program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
if (!success) {
glGetProgramInfoLog(shaderProgram, 512, NULL, infoLog);
cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << endl;
}
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
// Vertices to display
int size = mesh->size();
GLdouble *vertices = new GLdouble[size * 3];
mesh->Vertices(vertices);
GLdouble x_max = mesh->x_max(),
x_min = mesh->x_min(),
y_max = mesh->y_max(),
y_min = mesh->y_min();
// Resize to fit in a [-1 1; -1 1] square
int i;
double delta = MAX((x_max - x_min), (y_max - y_min));
for (i=0; i<size; i++) {
vertices[i * 3] = (2. * vertices[i * 3] - (x_max + x_min)) / delta;
vertices[i * 3 + 1] = (2. * vertices[i * 3 + 1] - (y_max + y_min)) / delta;
}
int n_edges = mesh->n_edges();
GLuint *indices = new GLuint[n_edges * 2];
mesh->Edges(indices);
// Vertex Buffer Object
GLuint VBO, VAO, EBO;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &EBO);
glGenBuffers(1, &VBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, 2 * n_edges * sizeof(GLuint), indices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, 3 * size * sizeof(GLdouble), vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_DOUBLE, GL_FALSE, 3 * sizeof(GLdouble), (GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Main Loop
while (!glfwWindowShouldClose(window))
{
glfwPollEvents();
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPointSize(1.0f);
glLineWidth(1.0f);
glUseProgram(shaderProgram);
glBindVertexArray(VAO);
glDrawElements(GL_LINES, n_edges * 2, GL_UNSIGNED_INT, 0);
glDrawArrays(GL_POINTS, 0, size);
glBindVertexArray(0);
glfwSwapBuffers(window);
}
// Free Memory
glDeleteVertexArrays(1, &VAO);
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &EBO);
delete[] indices;
delete[] vertices;
delete mesh;
// Terminate GLFW
glfwTerminate();
}
void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mode) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GL_TRUE);
}